This file upload template is intended to be a basis for any files
uploaded to the ARCHIVES.GAMERS.ORG /pub/idgames/ archives. Take the
file, fill in the appropriate parts, and upload it along with your
zipped file. This file should be sent separ...

WAD Template v2.0 is a template that should be used and accompany
any DOOM or DOOM II type file, especially WADS. This was re-edited
from "WAD_AUTH.TXT" v1.2. I do not know who was the original
author/designer of this file which has found it's ...

While fooling around with RMB to try to make a sector where
a player can't see another player, I came across something odd.
As you see in this .LMP I'm supposed to be dead after I hit the
guy in the distance. Maybe it has something to do with...

Play it. Holy poop on a stick, that texture is scrolling the wrong way!!! This is incredible!!! If only this was known ten years ago people might have cared!!!! For the more technical minded, the trick is done by creating a whole ton of extra lined...

This is an updated version of my "DOOM METRICS" document that was originally
uploaded to alt.games.doom. This document is for PWAD builders who wish to
learn more about the sizes and limits of various aspects of Doom levels....

This is an updated version of my "MANAGING WALL TEXTURES" document that was
originally uploaded to alt.games.doom. This document is for PWAD builders
who wish to learn more about the use of wall, floor, and ceiling textures.
The function of the...

Well, you asked for it. Doom Special FX and WAD Tricks is finnally
out! With this, you can change your boring Doom "shoot'em up" level to
a challenging, outstanding Doom level with special FX such as Invisible
stairs and realistic elevators. 20...

This CORRECTED version contains the same descriptions of the available
line types by the number, and grouped by function. It also includes the
33 previously undefined line types and corrections to many others. Also
explained are some of the ne...

Texpatch.txt is a file containing the wall textures, as
found in the Doom levels, and which patch textures they are composed
of. This makes it MUCH easier to find out what to change with
dmgraph or similar programs! Simply look in the list to ...

'DMLDGL10.ZIP', uploaded to 'infant2.sphs.indiana.edu' in the
'/pub/doom/incoming' directory contains my thoughts and recommendations
on implementing DEATHMATCH-specific DOOM levels. It is the result of
taking detailed notes on DEATHMATCH design ...

This is the first stab at a formal specification for a text-based WAD
interchange format. It starts where id's DWD leaves off, and hopefully
has plenty of room for the things WAD editor writers want.
WADs written in this way could be upload...

A complete reference and description
of all of the textures included in
DOOM II. This document sorts all of
the textures both by NAME and by
THEME. All wad designers should
have this handy reference nearby
when building DOOM II levels....

DOOMREFR.ZIP is a collection of
text files documenting the DOOM
engine. Complete linedef, sector,
and thing references are provided
with many design notes painfully
learned by the author, Jim Flynn,
over months of wad writing. All
files are fl...

Two WADs. One Good (?). One Ugly... This is intended as a Tutorial to help beginner WAD builders make better WADs. SACRIFOR.WAD is a Doom II conversion of the first WAD I ever wrote, and is a good example of why you should never upload your first WAD...

These are four example wads Iikka made for the Requiem project. Uploaded to ftp.cdrom.com by Gaston Lahaut with Iikka's permission, as a shining example for other level designers :)
This archive consist of four levels + 2floors.wad partial 3D ro...

I've been working on this list for quite some time. The original reason I
started it, was so that when finished, it could help me do the Barney Doom
patch a bit. Due to time constraints, and an utterly annoying thing called
classwork, I haven't be...

This wad is has a strange bug. I believe it is caused by a floating sector --
which happens when you delete the lineDefs and vertices, but don't delete the
sector that goes with them. I really don't know why it happens at a certain
point or anyt...

This document explains in great detail nearly all aspects of the doom
WAD file format. And a new chapter (10) documents the location of data
within DOOM.EXE itself, so that various unusual game-play changes can
be made. This information has been u...

DOOMREFRH.ZIP is a collection of
HTML files documenting the DOOM
engine. Complete linedef, sector,
and thing references are provided
with many design notes painfully
learned by the author, Jim Flynn,
over months of wad writing. All
files have ...

Role-Playing-Games, or RPGs, are games which include
intricate plotlines, interactive NPCs that (too a
limited degree) you can actually talk to, a form of
scoring that actually makes killing that last Ettin
worth it, gold so that you can buy thin...

This version of the special effects pages contains texts describing many
special effects you can make in DOOM WADs and with the DOOM executable.
My collection of special effect demo WADs is also included....

This archive file contains the Handbook in Word97 and HTML formats, all necessary supporting graphics files, and example WAD files for both Doom and Doom 2. It is intended to replace all earlier versions of the Handbook.
The Unofficial WAD Desig...

This archive file contains the Addendum to The Unofficial WAD Designers' Handbook in Word95 and plain ASCII formats, as well as all necessary supporting graphics files.
This is part 2 of 2. Part 1 may be found as the file HANDBK20.ZIP, and conta...

Complete illustrated guide to making DOOM levels with WinDEU v5.24,
the Windows DOOM level editor written by Renaud Paquays and based
on DEU 5.21 by Raphael Quinet. This guide also works for DEU v5.xx
or DETH v3.xx-4.xx, since the functions are ne...

Complete illustrated guide to making DOOM levels with WinDEU v5.24, the Windows DOOM level editor written by Renaud Paquays and based on DEU 5.21 by Raphael Quinet. This guide also works for DEU v5.xx or DETH v3.xx-4.xx, since the functions are nearl...

This document will give you an overall idea of what's involved in DOOM WAD
creation and editing.
The problem is that you can't do this with a single utility, in fact I must
have used or reviewed some thirty different utilities during the cre...

The Doom Builder manual is 144 pages long and has three sections:
the first covers the DB interface, the second is a step-by-step
walkthrough building a level and explaining the mouse clicks and
keyboard shortcuts, and the third covers advanced fu...

The Doom Builder manual is 144 pages long and has three sections:
the first covers the DB interface, the second is a step-by-step
walkthrough building a level and explaining the mouse clicks and
keyboard shortcuts, and the third covers advanced fu...